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I have the steam copy as well and was wondering, when a patch comes out and steam updates the game, will it remove the scripts and 'update' it to vanilla? And how about with mods?
Anyone have any insight into how this worked with reunion? Or does steam know to leave the script files alone. Maybe mods are different..?
Anyone have any insight into how this worked with reunion? Or does steam know to leave the script files alone. Maybe mods are different..?
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Reunion didn't work like this (so far as I know). Everything had to be in cat/dat files.
TC you can just drop them in their corresponding subfolders in the main install folder.
As far as patches, I don't know for sure. I'd assume future patches will add another cat/dat pair to the install folder. Whether it will affect any files in the other folders or not...
[Edit] Add-on scripts should be ok, since they go in the \scripts sub folder (like they did in R). Mods are done differently now though (as noted above).
TC you can just drop them in their corresponding subfolders in the main install folder.
As far as patches, I don't know for sure. I'd assume future patches will add another cat/dat pair to the install folder. Whether it will affect any files in the other folders or not...
[Edit] Add-on scripts should be ok, since they go in the \scripts sub folder (like they did in R). Mods are done differently now though (as noted above).
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- Sith Lord
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Tutorial Opening The Script Editormikes_e_g wrote: Mike
if you have followed that everything should be ok, have you already installed any scripts that could be causing the freeze when the SE is opened?
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Installing scripts?
Take for example the Cheat script.
How do I go about installing it? Where do I save it to, what do I have to do to get it to work in game? etc. etc.
I looked for a faq for this but I couldn't find one. Maybe I'm just blind though...
How do I go about installing it? Where do I save it to, what do I have to do to get it to work in game? etc. etc.
I looked for a faq for this but I couldn't find one. Maybe I'm just blind though...
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Re: Installing scripts?
Depends on how the scripts have been packaged. Some have been packaged so that the Cycrow's Plugin Manager can copy them to correct places. Others are simple (zip/7zip/rar) packages.jetai wrote:How do I go about installing it? Where do I save it to, what do I have to do to get it to work in game? etc. etc.
Scripts have code files and possibly language files. The code files go to 'scripts' subfolder, and language files to 't' subfolder of your X3TC game folder, I think. On nice zip package the files are already in subfolders, so it is easy to extract them to correct locations.
Then you have to load your game, activate the ScriptEditor, and save. On next load (of that or subsequent saves of the same game), the unsigned scripts should load and initialize properly.
And for the example "Cheat script", you did read about it from a thread. If you have problems with that particular script, you search the answer from its thread. And if there is no asnwer yet, then you ask there. Same with every other script: ask from the source.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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Doubleshadow has posted a new version of the editor http://www.doubleshadow.wz.cz/index.php?p=news
Great news, hope he knows how much the community appreciates it!
Great news, hope he knows how much the community appreciates it!
[ external image ]
From the darkness you must fall
Starting to mod? Watch my ship importing tutorial here here!
From the darkness you must fall
Starting to mod? Watch my ship importing tutorial here here!
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I remember one of the first questions I had when I started downloading X3R Mods was, "Is it possible to use multiple mods?". For those who don't script/mod, or are forum lurkers, there should probably be a link to Doubleshadow's Mod Manager thread with the title "Merging Mods" or "how to merge mods", or something, so people realize that Mod Manager isn't just for modders. Piece of cake with the "merge" button in MM.
-Grax
-Grax
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The instructions list in "General Commands" and its submenus have been updated and sorted for everyone's enjoyment.moggy2 wrote:I'm planning on updating the command lists in the msci-handbook on xai-corp.net, and document some of the new features.
I could use some help there if anyone feels like lending a hand.
Note: I didn't add any pages for the new commands since I don't think I have any information to share on them. Hopefully others will supply some of that info. Oh, and now there are a bunch of instructions at the bottom of the "General" list that don't appear there in TC. I guess they were either taken out or moved to another category (not any of the submenus, though, I took those out). I left them on the page so that we can copy the links to the other pages when we figure out where they go.
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Question from a noob.
Hi, how can i modeling my own ships ?
Wich software ?
where can i found X3TX gamepack's for Gmax ?
PS : sorry for my bad english...
Wich software ?
where can i found X3TX gamepack's for Gmax ?
PS : sorry for my bad english...
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Can anyone say whether or not the "scan potential pirate <Var/Ship> for illegal wares" completely reproduces the effects of scanning ships through the game's regular interface? I know it automatically causes a reduction in recognition if the player isn't licensed, but what about turning smugglers hostile? In experimenting, they never turn hostile and always dump their cargo after I ask (never before). Do I have to call "set pirate cover state to"? What do I set it to? I've tried "1," "0," and "NULL," but didn't observe any difference after scanning.
So far I suck at finding real smugglers and so I've been testing by using a script to simply place space weed on the ship I'm about to scan. I don't know whether that may be screwing up my results.
So far I suck at finding real smugglers and so I've been testing by using a script to simply place space weed on the ship I'm about to scan. I don't know whether that may be screwing up my results.
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Someone else can probably give you a better answer, but...
Try "set pirate cover state" TRUE or FALSE maybe.
You can't add illegal wares to a random ship and expect any results (I'm guessing). Each ship is controlled by it's own AI/scripting/whatever... like it's not possible to clone a "Military Nova". You won't have the "Military" name, and it won't act like a cop. Pirates under cover are running on whatever script, and NPC's that are daring to transport illegal wares are "aware" of it? "Scan potential pirate for illegal wares" does not reproduce the same effect as "scan" command. The scan command has to be running a script, not a single line of scripting, I wouldn't think.
At a guess, it would have to be something like this (at a minimum):
$scan = [THIS] -> scan potential pirate <$target> for illegal wares
if $scan
. $race = $target -> get owner race
. if $race = Pirates
. $target -> set pirate cover state to [FALSE]
Or...I could be totally wrong, lol.
And about dumping the cargo... I don't think they ever dump it until/unless you ask them to. I just read in the Manual something like, "If you find they're carrying illegal goods, it's your responsibility to ask them to eject them" (or words to that effect).
-Grax
Try "set pirate cover state" TRUE or FALSE maybe.
You can't add illegal wares to a random ship and expect any results (I'm guessing). Each ship is controlled by it's own AI/scripting/whatever... like it's not possible to clone a "Military Nova". You won't have the "Military" name, and it won't act like a cop. Pirates under cover are running on whatever script, and NPC's that are daring to transport illegal wares are "aware" of it? "Scan potential pirate for illegal wares" does not reproduce the same effect as "scan" command. The scan command has to be running a script, not a single line of scripting, I wouldn't think.
At a guess, it would have to be something like this (at a minimum):
$scan = [THIS] -> scan potential pirate <$target> for illegal wares
if $scan
. $race = $target -> get owner race
. if $race = Pirates
. $target -> set pirate cover state to [FALSE]
Or...I could be totally wrong, lol.
And about dumping the cargo... I don't think they ever dump it until/unless you ask them to. I just read in the Manual something like, "If you find they're carrying illegal goods, it's your responsibility to ask them to eject them" (or words to that effect).
-Grax
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Tutorials..... walkthrough in script design...
Is there a tutorial or script design walkthrough of any kind?
For a newb in the scripting side of things like me, what I need is something like this: A tutorial that would walk me through line for line how to make a script and/or plugin that would cover much of the essentials..
Say for example we are going to create a plugin that allows me to create a M1 class ship, equip that ship with items I want to choose, add and name a pilot for the ship, create and fill the ships fighter/ship bay, equip each fighter with the items I want, add and name a pilot for each ship and finally place the ship in a sector say by user choice of current sector, select a sector or random sector.
A walk through explaining what we are doing and how it works, how to use text files and what they are for and the basics behind how the scripts lines work...
I have been going through the MCSI manual and it contains a lot of reference material but what would be nice is some kind of walkthrough tutorial in creating a script as mentioned above that people like me could learn while following along so we can see first hand as we do it what and how things come together.
Is there anything like this available and if not, would anyone be willing to write something like this perhaps??
BTW, I would be very grateful if someone did do this because I have a bunch of ideas that I would love to implement in X3TC and if I can at least learn the basics and understand how everything works together, I.E. when and how to use text files, etc etc, then I can hopefully write and create some of those many ideas. Since most of you modders are already overloaded with requests and updating your current scripts, if I can learn this stuff, then that much more can be done for other people.... At least I am willing and now have the time to invest in this and so....
For a newb in the scripting side of things like me, what I need is something like this: A tutorial that would walk me through line for line how to make a script and/or plugin that would cover much of the essentials..
Say for example we are going to create a plugin that allows me to create a M1 class ship, equip that ship with items I want to choose, add and name a pilot for the ship, create and fill the ships fighter/ship bay, equip each fighter with the items I want, add and name a pilot for each ship and finally place the ship in a sector say by user choice of current sector, select a sector or random sector.
A walk through explaining what we are doing and how it works, how to use text files and what they are for and the basics behind how the scripts lines work...
I have been going through the MCSI manual and it contains a lot of reference material but what would be nice is some kind of walkthrough tutorial in creating a script as mentioned above that people like me could learn while following along so we can see first hand as we do it what and how things come together.
Is there anything like this available and if not, would anyone be willing to write something like this perhaps??
BTW, I would be very grateful if someone did do this because I have a bunch of ideas that I would love to implement in X3TC and if I can at least learn the basics and understand how everything works together, I.E. when and how to use text files, etc etc, then I can hopefully write and create some of those many ideas. Since most of you modders are already overloaded with requests and updating your current scripts, if I can learn this stuff, then that much more can be done for other people.... At least I am willing and now have the time to invest in this and so....
Take it light.....
Malakie
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Malakie
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